hi! so i'm currently working a project/game that involves working with clones. it has a timed instance where you can interact with the clones, but after the timer ends, you have the option to replay or go back to the menu. when you click replay, it broadcasts a general "gameStart" message that resets a bunch of stuff, including the clones. it's meant to delete all of them and create a new board/set of clones for the next game, and as of right now, it's a simple "when i recieve gameStart, delete this clone" which was working fine until now. i didn't change anything in the sprite that creates clones of itself, but, for some reason, when you press replay, it deletes all but 1 of the clones, and i made it so that the program can't start again until all the clones are gone (without this limitation, it creates 12 clones for some reason with 7 of them in the same spot?? there's only supposed to be 6). please help!
block or you can integrate the non-clone sprite as a clone itself. If you click the stop sign, it should delete all clones, if there are still "clones" there, they are just the originals.
I thank there may be a problem with your code else were its just refusing to run a true its now saving 2 clones when I have it testing of just 1 clone to remain